Jovanni
Mixco

Unreal Engine Cinematic Artist & Project Manager

Client
Declaration of Dependence
An interactive installation for the Malta Pavilion at the Venice Biennale 2026.

Structured Unreal Engine animation pipelines, designed landscape environments, and polished motion capture in Cascadeur with a fully organized expression library.





Graveshift

As project lead on Graveshift, a PS5 horror survival shooter, I spent four years shaping both the game and how its visual aesthetic. I built Sequencer cinematics, polished mocap, and kept a global, cross cultural team moving in sync. 




SLIME


Built and dressed environments, set up lighting and atmosphere, and animated and assembled the final shots. I focused on getting each shot to read clearly and hit its mood, working through camera angles, pacing, and visual polish. I also coordinated with a team to organize and manage assets, keeping files named, sorted, and ready for everyone to use so production stayed on schedule.









Spiderlily

Built and polished animation and cinematic content using Unreal Engine Sequencer. Built and refined animation systems in Unreal Engine, connecting character movement, state logic, and player feedback.










Personal Work


SNAKEPIT [USA]

Solo developed internet puzzle game SNAKEPIT [USA]. Deep diving into personal information and private life. Utilizing live motion capture recorded at Falsework studios that was cleaned up and optimized for Unreal Engine cinematics.



















Contact


Email
JovanniMixco@Gmail.com

Instagram
@JOVOSCRIPT

Jovanni Mixco